Custom Blood Magic: Ritual

Some chronicles allow for their players to develop customized powers for their characters. The following is a compilation of player created custom content in OWBN. At this time, custom content that is created and/or used by vampire PC's is required to be listed.

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Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 2XP
MET Mechanics:

By casting this ritual, the Mystic is capable of altering the size of one's Shroud of the Abyss. This takes a full round of concentration but one is capable of changing it from the extent of one body size to an additional 10ft of radius. Any alterations to the size of the Shroud during a combat round happen at the end of the round.

If the Caster fails, they are incapable of controlling the size of the Shroud for the next one that they create.

Date of Archival: 06-Jul-2024
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 4XP
MET Mechanics:

With a new day and age, Abyss Mystics are adapting the way that the Abyss works. One in particular has extended the use of the Ritual "Feed the Darkness" Onto one's Shroud.

Mechanics:
By casting this ritual, The next shroud that the Mystic creates into existence. For every round that an entity is within the Shroud, The abyss will drink away one blood point of the individual. The taking of the blood point is done at End of Round Actions.

If the Caster fails to cast the ritual, the Abyss will not allow the next creation of the Shroud by them.

Date of Archival: 06-Jul-2024
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Ritual Level: Advanced

Ritual Concept: This Rituals allows commands to be implanted on inanimate objects and later obeyed without having to recast elemental Mastery: Animate the Unmoving at a later date. This ritual only works on items that can be effected by Elemental Mastery: Animate the Unmoving, and lasts for 30 days or until the command is triggered (whichever is shorter). This Ritual Does not allow you to change your command after casting or allow open ended commands to be delayed. For example, a command such as “protect me” would be acceptable, but “do what I say” would not. You are limited to your occult ability in how many commands in total you may have at the ready, regardless of the amount of objects made with this ritual. It is recommended that the caster also have the Craft ability Engraving or similar skill at least two (but not required).

System: The caster spends one Blood and one temporary Willpower while crafting a simple item and chanting. The caster also engraves a sigil onto both the item to be animated and the simple trigger item (it must be the same sigil), then places a shaving from the trigger item into the symbol carved on the object to be animated. It is then sealed shut by applying the caster’s vitae to the sigil. This does not require a full blood trait and cannot be used as a sympathetic link to the caster. During the course of the ritual (not before or after), the caster awakens the object through use of Elemental Mastery: Animate the Unmoving and informs it of their command. After this command is granted the object returns to its normal state awaiting the return of the magic held in the linked trigger item. During the process of sealing the sigil, the trigger object and enchanted object are now permanently linked to one another. The trigger may not be linked to any other object at any time, and each trigger contains one command only.

Note: The caster may use multiple triggers for the same item for other single commands, but a trigger may only activate one direct command. Once the trigger item is broken (regardless of who breaks it), the commanded object awakens and obeys the command for as long as Animate the Unmoving would typically be in effect; typically ten minutes or the length of the scene (whichever is shorter and up to ST discretion).

Date of Archival: 18-Oct-2021
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 6XP
MET Mechanics:

"The ashipu takes a magic object, puts it in a circle surrounded by runes. The user then cuts her palm, doing one lethal damage to his/herself. The ashipu then applies three traits of his/her life's blood to the object until it fully soaks into it. The user chants incantations to activate the magic imbued in the object and his own to create a link between their magic. This ritual takes over 8 hours and when it is finished, the user has a link between his/her magic and the magic used originally on the object.  The user does not know the exact location of the other user, but has a strong sense of direction and distance."

Date of Archival: 13-Jan-2016
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Black Hand Aljusuri
XP Cost: 6XP
MET Mechanics:

Members of the Tal’Mahe’Ra are masters as mystically obfuscating their allegiances and tracks.  As such members of the Brotherhood of Purity have developed this ritual to pierce all forms of concealment a Tal’Mahe’Ra member might use to keep their allegiances secret from others.  The problem with the ritual is it will not identify anyone as Tal’Mahe’Ra; it simply removes their supernatural protections.  The caster still has to guess who might be a member to perform this ritual and then still do the leg work to confirm that suspicion.
System:  Once you cast this ritual make a contested mental challenge against your target whom you have named, retested with Occult.  Should you succeed the victim loses the ability to call upon any form of supernatural protection to conceal their connection to worship of the Antediluvians, regardless what form that protection takes.

Date of Archival: 02-Apr-2021
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 2XP
MET Mechanics:

SUMMARY
This sweet, viscous concoction is a favorite at family dinners and is often served when the Giovanni clan comes together for business or pleasure. The mixture of honey, vitae, and anemones grown over a grave produces a heady, euphoric feeling and a heightened defense against the creatures of the Shadowlands.

SYSTEM
To create the Sip of Death, you must spend 5 minutes cooking your concoction in a cast-iron pot over an open flame. You may create up to 5 draughts in each batch; however, you must include 1 point of Blood for each serving. Once imbibed, the drinker gains one free retest to be used in any test against a wraith or specter. A vampire may only benefit from one use of Sip of Death per night. The potion’s magic fades at sunrise if unused; unconsumed potions lose their potency at the end of the night. The blood used in the draught creation process is rendered inert by this ritual. As such, by ingesting a draught the imbiber does not gain a blood trait or suffer from any mundane or supernatural effects or taints of the blood used nor will they be at risk of the blood bond.

SOURCE
BNS: MET - VTM - V2 (2021)

Date of Archival: 11-Oct-2024
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 6XP
MET Mechanics:

“Wind, fire, all that kind of thing!”

Earth, Wind, Water, Fire, Spirit

 

Combining items represeting each of the 5 elements in a brazier and using their ancient sorcery, Kolduns have the ability to defend themselves against all magic.

System:

The caster is required to possess a minimum of all basic levels in all Base elemental Ways (Wind, Water, Fire, Earth, Spirit) before being able to purchase this ritual.  As his levels in all ways increases so does the effectiveness of the ritual as outlined in the chart below.  This ritual lasts for 3 evenings at which point all components materials will need to be gathered and the ritual performed again.

Basic Ways +1 additional trait bid for all magic targeting the Koldun

Intermediate Ways +1 additional trait bid for all magic targeting the Koldun

Advanced Ways +1 temper expended for all magic targeting the Koldun

Date of Archival: 12-Sep-2020
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 2XP
MET Mechanics:

Snake Burrow (Basic - 1)

When hiding is more effective than flight (and more necessary) The Ba’ham may writhe on the ground like a snake, chanting a prayer to Lilith, the chant must end with a bite, either of the self or another participant. This helps to hide the Ba’ham or a space from those who are seeking it out. The hiding place or Ba’ham gains one retest to avoid detection.

Date of Archival: 02-Mar-2015
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 2XP
MET Mechanics:

(Basic Ritual, Rarity 5-PC made)

Prerequisite: Armory of the Abyss (Player’s Guide to the High Clans  page 163-164)

System:  This ritual is used to express finesse in the manipulation of shadows and Abyssal Materials.  The caster empowers a single specific shadow creation with just enough Abyssal eternity to maintain its existence in perpetuity.
 
Upon successful casting of this ritual the caster is able to render a shadow manipulated by Shadowplay into a fragile state of permanence.  The result may be static or include a repetitive few seconds of animation. Shadows thus affected will exist until destroyed by fire or direct sunlight (the Merit:Strength of Shadows is applicable).  Objects thus created are quite intangible.  Paradoxically, the object may be picked up or handled by sentient creature using deliberate cautious movements.  Due to the Abyssal mote, the creation will never be a sympathetic link.

Finally, the object conveys a sense of eternal dark unreality.  Anyone directly paying attention to the object gains a briefest sense of the Abyss. 

For those with Obtenebration, the effect is empowering and refreshes a single expended Willpower trait, up to once per night.

The Willpower refresh cannot occur more than once in any given evening regardless of how many of these items are observed. 

For those lacking Obtenebration,  they must win a static mental challenge or gain the active derangement of Nyctophobia (fear of the dark) for a scene.  The difficulty of mental challenge is set by the caster when Delicate Shadow Permanence is applied.  It may be as low as one, or as high as the caster's applicable traits in an Abyssal Mysticism mental challenge plus Shadow Crafting skill.

Side Effects:  Firstly, the caster that they gain the negative social trait Unnerving for the evening upon casting this ritual.  Secondly, anyone, other than the caster, willfully touching the object immediately suffers from the penalties of the Flaw: Nightmares for the rest of the evening as their mind reacts to being noticed by the Abyss.

Date of Archival: 16-Apr-2020
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:
Requirements: Crafted item created by caster with at least Crafts x3 rating that has been in her haven for at least a month.
 
Casting Time: 10 minutes* (Ritual is pre-cast, activation takes an action.)
 
Spending a willpower and burning sage, the caster imbues the item with magical power to create a link to a location as if it were her own haven for the purposes of the Hearth Path. After the item has been imbued, the caster may take the object into the center of a building and destroy the item to activate the power. The link will last until sunrise or until the caster wills the link to end. During the time the link exists, the caster no longer has attunement to their own haven but it returns when the power ends. Only one active attunement can exist at a time, but multiple items can be imbued and awaiting activation.
Date of Archival: 10-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 2XP
MET Mechanics:

Spring Sanctification (Basic - 1)

 

During the time of rebirth and an renewal the Baharists call upon the mystical connection between Owls and the Dark Mother.  Owls have always been a symbol of Lilith and her connection wisdom and the wild.  The Baharist begins their prayers to the dark mother summons forth an owl to them.  Once the ritual is complete, the vampire may gain normal substance from Owls as if they possessed human blood for the remainder of the night.  This ritual takes 10 minutes to perform and cost one 1 blood.

 
Date of Archival: 02-Mar-2015
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

System: The thaumaturge prepares an incense of calming herbs soaked in at least one point of their own blood and chants an incantation. They then must burn the incense and spend an hour in meditation to perform this ritual. During this time, they focus a measure of their Willpower into the ritual, one per point of blood used in the incense. This temporarily lowers the casters available Willpower, by one per point of the caster's blood imbued in the incense.

For the remainder of the night, if the caster is unable to spend Willpower, they can instead spend Permanent Willpower in its place from the pool created during the ritual. Any willpower spent out of this pool is spent as Permanent Willpower and will not refresh when Willpower refreshes normally.

For example, a thaumaturge with 10 available Willpower prepares 3 blood in the incense for the ritual. During the ritual, 3 of their Willpower are pulled into the pool available for the ritual. For the remainder of the evening, the caster is treated as if they have 7 Willpower. If they are unable to spend Willpower at any time during the night, they have a pool of 3 Willpower they are able to spend, which will be spent as Permanent Willpower. The next evening, if they have spent nothing from this pool, they will return to 10 Willpower.

Date of Archival: 01-Dec-2024
Tremere

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